
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply

from pygame.locals import *
from random import *


def add_small_enemies(group1, group2, num):
    for i in range(num):
        e1 = enemy.SmallEnemy(bg_size)
        group1.add(e1)
        group2.add(e1)


def add_mid_enemies(group1,group2,num):
    for i in range(num):
        e2 = enemy.MidEnemy(bg_size)
        group1.add(e2)
        group2.add(e2)


def add_big_enemies(group1,group2,num):
    for i in range(num):
        e3 = enemy.BigEnemy(bg_size)
        group1.add(e3)
        group2.add(e3)


def inc_speed(target,inc):
    for each in target:
        each.speed +=inc


def draw_score_bombs_lifes():
    # 绘制全屏炸弹数量
    bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
    text_rect = bomb_text.get_rect()
    screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
    screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))

    #绘制剩余生命数量
    if life_num:
        for i in range(life_num):
            screen.blit(life_image, \
                        (width - 10 - (i + 1) * life_rect.width, \
                         height - 10 - life_rect.height))

    #绘制得分
    score_text = score_font.render("Level %s Score : %s" % (str(level) ,str(score)), True, WHITE)
    screen.blit(score_text, (10, 5))


def draw_me():
    #绘制我方飞机
    screen.blit(me.image1, me.rect)
    global me_destroy_index,life_num
    if me.active:
        if switch_image:
            screen.blit(me.image1,me.rect)
        else:
            screen.blit(me.image2,me.rect)
    else:
        #毁灭
        if not (delay % 3):
            me_down_sound.play()
        screen.blit(me.destroy_images[me_destroy_index],me.rect)
        me_destroy_index = (me_destroy_index + 1)% 4
        if me_destroy_index == 0:
            life_num -= 1
            me.reset()
            pygame.time.set_timer(INVINCIBLE_TIME, 3 *1000)


def draw_small():
    global e1_destroy_index, score
    for each in small_enemies:
        if each.active:
            each.move()
            screen.blit(each.image,each.rect)
        #毁灭
        elif not(delay % 3):
            if e1_destroy_index == 0:
                enemy1_down_sound.play()
            screen.blit(each.destroy_images[e1_destroy_index],each.rect)
            e1_destroy_index = (e1_destroy_index + 1) % 4
            if e1_destroy_index == 0:
                score +=1000
                each.reset()

def draw_mid():
    global e2_destroy_index,score
    for each in mid_enemies:
        if each.active:
            each.move()

            if each.hit:
                screen.blit(each.image_hit,each.rect)
                each.hit = False
            else:
                screen.blit(each.image,each.rect)

            #绘制血槽
            pygame.draw.line(screen,BLACK,\
                             (each.rect.left,each.rect.top - 5), \
                             (each.rect.right,each.rect.top -5), \
                             2)
            #当生命大于20%显示绿色，否则显示红色
            energy_remain = each.energy / enemy.MidEnemy.energy
            if energy_remain >0.2:
                energy_color = GREEN
            else:
                energy_color = RED
            pygame.draw.line(screen,energy_color, \
                             (each.rect.left,each.rect.top - 5), \
                             (each.rect.left + each.rect.width *energy_remain, \
                              each.rect.top -5), 2)
        else:
            #毁灭
            if not(delay %3):
                if e2_destroy_index ==0:
                    enemy2_down_sound.play()
                screen.blit(each.destroy_images[e2_destroy_index],each.rect)
                e2_destroy_index = (e2_destroy_index +1) % 4
                if e2_destroy_index == 0:
                    score += 6000
                    each.reset()


def draw_big():
    global e3_destroy_index,score
    for each in big_enemies:
        if each.active:
            each.move()
            if each.hit:
                screen.blit(each.image_hit,each.rect)
                each.hit = False
            else:
                if switch_image:
                    screen.blit(each.image1,each.rect)
                else:
                    screen.blit(each.image2,each.rect)

            #绘制血槽
            pygame.draw.line(screen,BLACK, \
                             (each.rect.left,each.rect.top - 5), \
                             (each.rect.right,each.rect.top - 5), \
                             2 )
            #当生命值大于20%显示绿色，否则显示红色
            energy_remain = each.energy / enemy.BigEnemy.energy
            if energy_remain > 0.2:
                energy_color = GREEN
            else:
                energy_color = RED
            pygame.draw.line(screen, energy_color, \
                             (each.rect.left, each.rect.top - 5), \
                             (each.rect.left + each.rect.width * energy_remain, \
                              each.rect.top - 5), 2)

            #即将出现在画面中，播放音效
            if each.rect.bottom == -50:
                enemy3_fly_sound.play(-1)
            else:
                #毁灭
                if not (delay % 3):
                    if e3_destroy_index == 0:
                        enemy3_down_sound.play()
                    screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                    e3_destroy_index = (e3_destroy_index + 1) % 6
                    if e3_destroy_index == 0:
                        enemy3_fly_sound.stop()
                        score += 10000
                        each.reset()


def continuOrQuit():
    global record_score,score,life_num
    #背景音乐停止
    pygame.mixer.music.stop()

    #停止全部音效
    pygame.mixer.stop()

    #停止发放补给
    pygame.time.set_timer(SUPPLY_TIME,0)

    record_score_text = score_font.render("Best: %d"% record_score,True,(255,255,255))
    screen.blit(record_score_text,(50,50))

    #绘制结束画面
    gameover_text1 = gameover_font.rendr("Your Score",True,(255,255,255))
    gameover_text1_rect = gameover_text1.get_rect()
    gameover_text1_rect.left,gameover_text1_rect.top = \
        (width - gameover_text1_rect.width) // 2,height // 3
    screen.blit(gameover_text1,gameover_text1_rect)

    gameover_text2 = gameover_font.render(str(score),True,(255,255,255))
    gameover_text2_rect = gameover_text2.get_rect()
    gameover_text2_rect.left,gameover_text2_rect.top = \
        (width - gameover_text2_rect.width)// 2, \
        gameover_text1_rect.bottom +10
    screen.blit(gameover_text2,gameover_text2_rect)

    again_rect.lift,again_rect.top = \
        (width - again_rect.width)//2,\
        gameover_text2_rect.bottom + 50
    screen.blit(again_image,again_rect)

    gameover_rect.left,gameover_rect.top = \
        (width - again_rect.width)//2,\
        again_rect.bottom +10
    screen.blit(gameover_image,gameover_rect)
    #检测用户的鼠标操作
    #如果用户按下鼠标左键
    if pygame.mouse.get_pressed()[0]:
        #如果玩家的分高于历史最高得分，则存档
        if score > record_score:
            record_score = score
            with open("record.txt","w")as f:
                f.write(str(score))
        #获取鼠标坐标
        pos = pygame.mouse.get_pos()
        #如果用户点击“重新开始”
        if again_rect.lift < pos[0] < again_rect.right and \
                again_rect.top < pos[1] < again_rect.bottom:
            #调用main函数，重新开始游戏
            life_num = 3
            score = 0
            main()
        #如果用户点击”游戏结束“
        elif gameover_rect.left < pos[0] < gameover_rect.right and \
                gameover_rect.top < pos[1] < gameover_rect.bottom:
            #退出游戏
            pygame.quit()
            sys.exit()

pygame.init()
pygame.mixer.init()

bg_size = width, height = 480,700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("2021雷霆出击 v1.0")

background = pygame.image.load("images/background.png").convert()
bg1_top = 0
bg2_top = -700

BLACK = (0,0,0)
WHITE =(255,255,255)
GREEN = (0,255,0)
RED = (255,0,0)

# 载入背景音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)

#统计得分
score = 0
score_font = pygame.font.Font("font/font.ttf",36)

#标志是否暂停游戏
paused = False
pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
paused_rect = pause_nor_image.get_rect()
paused_rect.left,paused_rect.top = width - paused_rect.width - 10,10
paused_image = pause_nor_image

#设置游戏难度级别
level = 1

#全屏炸弹
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf",48)
bomb_num = 3




#生命数量
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 1

#取读历史最高分
with open("record.txt", "r") as f:
    record_score = int(f.read())

#游戏结束画面
gameover_font = pygame.font.Font("font/font.TTF",48)
again_image = pygame.image.load("images/again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()

##生成我方飞机
me =myplane.MyPlane(bg_size)

#生成敌机Group
enemies = pygame.sprite.Group()




#生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies,enemies,9)

#生成敌方中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies,enemies,3)

#生成敌方大型飞机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies,enemies,1)

#生成普通子弹
bullet1=[]
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
    bullet1.append(bullet.Bullet1(me.rect.midtop))

#生成超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 12
for i in range(BULLET2_NUM // 3):
    bullet2.append(bullet.Bullet2((me.rect.centerx - 33,me.rect.centery)))
    bullet2.append(bullet.Bullet2((me.rect.centerx +30, me.rect.centery)))
    bullet2.append(bullet.Bullet2((me.rect.centerx -1, me.rect.centery)))

#用于延迟
delay = 100

#每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bullet_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME,3 * 1000)

#超级子弹定时器
DOUBLE_BULLET_TIME = USEREVENT +1

#标志是否使用超级子弹
is_double_bullet = False
is_Triple_Tap = False
#解除我方无敌状态定时器
INVINCIBLE_TIME = USEREVENT +2

#用于切换图片
switch_image = True

clock = pygame.time.Clock()

#中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
def main():
    global bullet1_index, bullet2_index, delay, bg1_top, bg2_top, \
        bullets,paused,paused_image,level,switch_image,\
        bomb_num,is_double_bullet,is_Triple_Tap
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
            elif event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and paused_rect.collidepoint(event.pos):
                    paused = not paused
                    if paused:
                        pygame.time.set_timer(SUPPLY_TIME,0)
                        pygame.mixer.music.pause()
                        pygame.mixer.pause()
                    else:
                        pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
                        pygame.mixer.music.unpause()
                        pygame.mixer.unpause()
            elif event.type == MOUSEMOTION:
                if paused_rect.collidepoint(event.pos):
                    if paused:
                        paused_image = resume_pressed_image
                    else:
                        paused_image = paused_pressed_image
                else:
                    if paused:
                        paused_image = resume_nor_image
                    else:
                        paused_image=pause_nor_image
            elif event.type == KEYDOWN:
                if event.key == K_SPACE:
                    if bomb_num:
                        bomb_num -= 1
                        bomb_sound.play()
                        for each in enemies:
                            if each.rect.bottom > 0:
                                each.active = False
            elif event.type == SUPPLY_TIME:
                supply_sound.play()
                if choice([True,False]):
                    bomb_supply.reset()
                else:
                    bullet_supply.reset()
            elif event.type == DOUBLE_BULLET_TIME:
                if is_Triple_Tap:
                    is_Triple_Tap = False
                    pygame.time.set_timer(DOUBLE_BULLET_TIME,18* 1000)
                else:
                    is_double_bullet = False
                    pygame.time.set_timer(DOUBLE_BULLET_TIME,0)
            elif event.type == INVINCIBLE_TIME:
                me.invincible = False
                pygame.time.set_timer(INVINCIBLE_TIME,0)
                sys.exit()
        bg1_top = (bg1_top + 1) if bg1_top <= 700 else -700
        bg2_top = (bg2_top + 1) if bg2_top <= 700 else -700
        screen.blit(background, (0, bg1_top))
        screen.blit(background, (0, bg2_top))
        #根据用户的得分增加难度
        if level == 1 and score > 10000:
            level = 2
            upgrade_sound.play()
            #增加3驾敌方小型飞机、2驾中型敌机和1驾大型敌机
            add_small_enemies(small_enemies,enemies,3)
            add_mid_enemies(mid_enemies,enemies,2)
            add_big_enemies(big_enemies,enemies,1)
            #提升小型敌机的速度
            inc_speed(small_enemies,1)
        elif level == 2 and score > 50000:
            level = 3
            upgrade_sound.play()
            #增加5驾小型敌机、3驾中型敌机和2驾大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            #提升小型敌机速度
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)
        elif level == 3 and score >100000:
            level = 4
            upgrade_sound.play()
            # 增加5驾小型敌机、3驾中型敌机和2驾大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敌机速度
            inc_speed(small_enemies, 1)
            inc_speed(mid_enemies, 1)
        elif level == 4 and score >200000:
            level = 5
            upgrade_sound.play()
            # 增加5驾小型敌机、3驾中型敌机和2驾大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敌机速度
            inc_speed(small_enemies, 1)
            inc_speed(mid_enemies, 1)

        if life_num and not paused:
            #检测用户的键盘操作
            key_pressed = pygame.key.get_pressed()

            if key_pressed[K_w] or key_pressed[K_UP]:
                me.moveUp()
            if key_pressed[K_s] or key_pressed[K_DOWN]:
                me.moveDown()
            if key_pressed[K_a] or key_pressed[K_LEFT]:
                me.moveLeft()
            if key_pressed[K_d] or key_pressed[K_RIGHT]:
                me.moveRight()


            #绘制全屏炸弹补给并检查是否获得
            if bomb_supply.active:
                bomb_supply.move()
                screen.blit(bomb_supply.image,bomb_supply.rect)
                if pygame.sprite.collide_mask(bomb_supply,me):
                    get_bomb_sound.play()
                    if bomb_num < 9:
                        bomb_num += 1
                    bomb_supply.active = False

            #绘制超级子弹补给并检测是否获得
            if bullet_supply.active:
                bullet_supply.move()
                screen.blit(bullet_supply.image,bullet_supply.rect)
                if pygame.sprite.collide_mask(bullet_supply,me):
                    get_bullet_sound.play()
                    if is_double_bullet:
                        is_Triple_Tap = True
                    else:
                        is_Triple_Tap = True
                    pygame.time.set_timer(DOUBLE_BULLET_TIME,18*1000)
                    bullet_supply.active = False

            #发射子弹
            if not (delay % 10):
                bullet_sound.play()
                if is_double_bullet:
                    bullets = bullet2
                    bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))
                    bullets[bullet2_index + 1].reset((me.rect.centerx + 30, me.rect.centery))
                    if is_Triple_Tap:
                        bullets[bullet2_index + 2].reset((me.rect.centerx - 1, me.rect.centery))
                    bullet2_index = (bullet2_index + 3) % BULLET2_NUM
                else:
                    bullets = bullet1
                    bullets[bullet1_index].reset(me.rect.midtop)
                    bullet1_index = (bullet1_index + 1) % BULLET1_NUM

            #检测子弹是否击中敌机
            for b in bullets:
                if b.active:
                    b.move()
                    screen.blit(b.image, b.rect)
                    enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
                    if enemy_hit:
                        b.active = False
                        for e in enemy_hit:
                            if e in mid_enemies or e in big_enemies:
                               e.hit = True
                               e.enemy -= 1
                               if e.energy == 0:
                                   e.active = False
                            else:
                                e.active = False
            draw_small()
            draw_mid()
            draw_big()
            #检测我方飞机是否被撞
            enemies_down = pygame.sprite.spritecollide(me,enemies,False,pygame.sprite.collide_mask)
            if enemies_down and not me.invincible:
                me.active =False
                for e in enemies_down:
                     e.active = False
            draw_me()
        elif life_num == 0:
            continuOrQuit()

            screen.blit(paused_image,paused_rect)

        draw_score_bombs_lifes()

        #切换图片 me  big
        if not (delay % 5):
            switch_image = not switch_image

        delay = (delay - 1) if delay else 100

        pygame.display.flip()
        clock.tick(60)

if __name__ == "__main__":
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()


